Yuriy Sivers

Are you building a next hit and need some help getting your characters feeling right? Many developers often face issues designing proportions of individual characters, and the relationship between these characters and the surrounding environment. Below is an approach you can take. Obviously, if your game doesn't have characters, this post may not be for you (but feel free to stick around, since this may help your next project). The same framework is not limited to humanoid characters and can be applied to anthropomorphic and inanimate objects. Step One: Let's find your tile size Finding the tile size is often a separate task done early in game development. It can be measured in the world units (inches, meters, etc.) or in pixels. If your game currently does not have a tiled grid, you can still create a quick greybox mock and use a tile size relationship for initial object alignment. In my examples I will be using an isometric grid, but the projection type doesn't matter. Questions to ask: What is the smallest object a player will interact with? Is